I recently pulled my Kickstarter copy of NAS off the shelves where it rested for a year due to the large amount of negative reviews and lack of support from Ninja Division. I setup the game with my girlfriend and we did a Kitsune vs Ijin game in Infiltration which lasted too long but I had fun. Thankfully, I felt the game system was deep enough to be enjoyable, even if my team of scary demons occasionally fell on their own swords during the attack. Her MVP ninja was the Kitsune stealth spitballer who she named Teemo. He took out 5 models including my Chunin in the back of the head.

I haven't seen the clan models in a year so I was pleasantly astounded by the details and how great everything looked. The Moon cards which bend the rules are great. The ones that just reroll are very bland. The rules were pretty straightforward but we had to house rule one or two things we could not find written clearly.

In summary, I like the game! I look forwards to painting up the clans and getting to teach friends how to play in the league. I definitely see potential in the product line and I hope Ninja Division doesn't abandon the game due to bad reviews. There's plenty of fun to be had in modified rules such as one player running Sentries in the castle with the other getting 3 models only to stealth Tenchu-style infiltrate and 'takeout' the VIP. The Ronins are all so cute it's a shame the rules don't let you play them without seriously hindering the development of your league clan. I am swimming in Koban and I noticed a fan made a 'shop' which could be great for 2.0 rules. Letting you bring 3 item cards you purchased to influence the battlefield... Lots of ideas!

Anyone know if NAS has life in 2017 with support from the producers? (New maps, rules 2.0, league kits?)

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I would love for some more stuff for ninja all stars. But seeing as i am waiting on super dungeon, for the moment I greatful for the delay in ninja all stars stuff so i am not waiting on multiple games.

I setup the game with my girlfriend and we did a Kitsune vs Ijin game in Infiltration which lasted too long but I had fun.

Awhile ago a friend and I played a league season and tried all the scenarios. They were all fun to play, and we did take notes on how we would shorten the number of turns for each of them for any future use. They all can be a few turns shorter without sacrificing the feel.

We haven't been able to schedule a re-match yet, but we're both looking forward to being able to match our schedules to play again!

-thought up a "training trial" in place of "play a brawl match" as a first game. Just a small map (trying to stitch together pics of the existing maps ) and maybe 4-5 shrine ninjas per team. Winning objective is a list of actions you have to complete: make a back attack, gain an assist in an attack, make 3 shuriken attacks, enter stealth, gain bonus from a shrine. Just general stuff to help people see what actions & options are available to you.

-because people rightly dont like how underused most Ronin are, some form of "Ronin Rumble Arena". Players pick their Chunin and 2-3 other non-Ronin/Oni (maybe Madoushi, not sure) and are given 2 random Ronin cards and pick one to join them (or if need more numbers, pick 3-4 cards and choose 2). Just a short little brawl, maybe VP for wounding/stunning (with less given if the Ronin makes the hit).

-to counter the Ijin Void Mastery juggernaut, change it up so the Masteries slightly buff choosing that elemental dice in combat. Alos to help buff up the likes of Tanchyo only getting more Air "Yay...more Air results...just what I needed..."-Earth Mastery: attack stuns all ninjas in the 3 squares opposite the attackers (punching so hard the force travels through and hits others with the blast wave)-Void Mastery: removed ninja also gets a delay token (all I could come up with that wouldnt feel like more power to Ijin)-Air Mastery: either move the defender 6 squares (not much of an upgrade), move 1-2 more enemy figures (okish) or if the defender is moved into a structure space it stops and takes a stun token (almost feel this should be the default Air action, very situational but makes sense if you blow soemone into a wall!)-Spirit Mastery: attacker drops a smoke or gas bomb as they get taken out, either giving a Poison or Curse token to all enemies adjacent-Fire Mastery: eh....erm...-Water Mastery: ah...ahh

Last two elude me, obvious Fire one of only stunning opposing models is already there in Precision Strike....best I can come up with is taking an extra Stun token to place your AT stats worth of extra Stuns on affected targets (just going out in a fire blaze of fists, knees and legs!!) The Water dice result is so all over the place, its effects are defined by who picks it/placement and rotation can be very fluid *badum tsh* so a hard and fats rule is tough. Either moving an extra attacker/defender (depends on whichever is the WaterMastery user) or giving a Slow token (again, to whichever is opposite the WM user).

Almost a year later and I've managed to rope a few friends into trying the game out. We have a little league going, but it's a very slow game. I think the box said 90mins, but it's more like 4 hours per game. The games are fun, but we do wish there was a map expansion so we can have all our friends playing simultaneously rather than 1v1 and the rest watch or play another game.

Not sure how to determine the winner of the league though, most Koban? Most Rating? Most wins?

We play quite a bit here. Regular mini leagues with about 14 - 16 players.Games are 90 min - most of the time shorter.To determine our winner we use a point system win = 10, draw = 5, loss = 2.If there are still draws we go to Most points accumulated (so the vp totals from their games), then to rating. I have not yet seen a count back that goes beyond vp though.

There are a few small things that we do in our leagues as well.

If your Chunin is painted you get a reroll that you can use once per game.If your whole team is painted or you have more minis in your team roster painted than your opponent you get +3 koban per game.

I have also made a scenario for our leagues too. We like to balance between attack and objective based scenarios. We also like scenarios that have the teams interact with each other. While search is a neat scenario we rarely use it as it almost feels liek two people playing their own game on the same board.

NAS is one of the favorite league games at our club. If you'd like any more info on how or why we do things please pm me, I am more than happy to help.

Encourage your players to call out Jan - Ken - Pon! everytime they match for initiative - it's one of the great parts of the game. We find that it brings a lot of levity to it. Keep track of the longest set of draws that you have for it too. It's just a neat little thing for your group. Our longest draw is 12 in a row.